After days I gave up and invented the thermonuclear weapon: I decided to rewrite the entire game's engine to be deterministic. This took me along while but then I could record events (joystick/keys direction/firing etc.) and at which frame these inputs happened, and could deterministically replay the whole game.
Thing is: back then deterministic games engine / replay based on inputs didn't exist yet (AFAIK). At least I didn't know of any.
The first time I remember reading about a fully deterministic game engine was on Gamasutra, a post-mortem on the first Age of Empire.
So basically my first impossible bug made me discover the idea of deterministic game engines and tiny "replay" save files.
The actual bug? Well eventually it appeared but now I had save files and, sure enough, I could have the whole game replayed automatically and the bug would now show up. And so I knew it was now just a matter of squashing it. Just some good old C dangling pointer IIRC. When the hero had the option to get two shots (usually he only had one) and when one of the shot shot was still active when the level was cleared, that shot would keep being alive in the next level, but invisible and would invariably lead to corrupting the memory of the next level.
Fun stuff.